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<title>dolphin/Source/Core/VideoBackends/OGL/FramebufferManager.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Fix OpenGL ES shader compilation.</title>
<updated>2015-06-08T00:44:44+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-06-08T00:44:44+00:00</published>
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<entry>
<title>Revert "Revert "OGL: Switch depth buffers to GL_DEPTH_COMPONENT32F format.""</title>
<updated>2015-06-06T18:10:23+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-06T18:10:23+00:00</published>
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<content type='text'>
This reverts commit 9ef1ca4141e8211fce7a2b852b5c58d59393baac.
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This reverts commit 9ef1ca4141e8211fce7a2b852b5c58d59393baac.
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</entry>
<entry>
<title>Revert "Revert "OGL: Change the depth buffer type to GL_FLOAT.""</title>
<updated>2015-06-06T18:09:22+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-06T18:09:22+00:00</published>
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<content type='text'>
This reverts commit 05d60f4fef5fb7377ed1f2f905b48e93926501b3.
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This reverts commit 05d60f4fef5fb7377ed1f2f905b48e93926501b3.
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</content>
</entry>
<entry>
<title>OGL: Rewrite POKE_Z with a draw call</title>
<updated>2015-06-02T21:06:41+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-05-29T07:55:45+00:00</published>
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It's now also merged and it should be faster than the glClear way.
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It's now also merged and it should be faster than the glClear way.
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</content>
</entry>
<entry>
<title>Fix invalid enums on OpenGLES</title>
<updated>2015-06-02T16:13:31+00:00</updated>
<author>
<name>Dwayne Slater</name>
<email>ds84182@gmail.com</email>
</author>
<published>2015-06-02T15:53:17+00:00</published>
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<entry>
<title>OGL: Always use sampler objects.</title>
<updated>2015-05-29T12:03:03+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-05-28T22:53:07+00:00</published>
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<content type='text'>
We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
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<pre>
We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
</pre>
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</content>
</entry>
<entry>
<title>OGL: use GL_TEXTURE* constants</title>
<updated>2015-05-27T13:05:49+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-25T13:14:20+00:00</published>
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</entry>
<entry>
<title>Merge pull request #2357 from degasus/ogl_efb_poke_merge</title>
<updated>2015-05-26T03:26:39+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-05-26T03:26:39+00:00</published>
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<content type='text'>
ogl: efb poke merge</content>
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ogl: efb poke merge</pre>
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</entry>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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</entry>
<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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